Essence |
Cost |
Avail |
SI |
Legality |
0.40 |
5,000 |
6/24 h |
2 |
Legal |
This eye enhancement allows a digital copy of any image viewed through the eye to be captured in a still photo. The image must be stored in headware memory, transferred through a datajack to any data system, or recorded in a small image-storage chip inside the eye (1 Mp, approximately 60 shots). The chip can be removed and replaced through a port in the eye.
Essence |
Cost |
Avail |
SI |
Legality |
0.00 |
1,000 |
2/24 h |
.8 |
Legal |
Alteration of iris color is the most popular type of cosmetic mod, but pupil-shape alteration and cornea pigmentation are also common.
Essence |
Cost |
Avail |
SI |
Legality |
0.20 |
5,000 |
2/24 h |
.75 |
Legal |
Cyber replacement of normal eyes offers 20/20 vision as standard. Replacement almost always involves both eyes, because mismatched pairs will send imbalanced signals to the brain. Outwardly, the implants may be indistinguishable from biological eyes, or they may be outlandish, ranging from neon-iris effects (complete with gold-lettered manufacturer’s logo) to the high-chrome, featureless style. Cybereyes will accept additional vision enhancements of up to .5 Essence Cost without further Essence loss. They also come with cleaning kits that wearers must use regularly.
If a metahuman has his or her eyes cybernetically replaced, he or she loses natural vision enhancements such as low light or thermographic vision, but can have such features installed in the new eyes. Retinal modification, rather than eye replacement, is also an option for the appearance-conscious, but each feature has its own impact on the user’s system.
Essence |
Cost |
Avail |
SI |
Legality |
0.10 |
1,000 |
4/36 h |
1 |
Legal |
This enhancement allows a user to display text-only data from headware memory or a datajack into a “window” in his field of vision, letting him read what is displayed in his head.
This piece is also part of the Smartlink Standard (I and II) packages.
Essence |
Cost |
Avail |
SI |
Legality |
0.25 |
4,200 |
8/14 d |
2 |
7P-Q |
A single ammo load sits in the eye and is fired through a hole running parallel to the optical axis. When the weapon fires, a sheer covering tears away and reveals the barrel. The eye dart fires narcoject or toxin rounds. Eye weapons have at least two disadvantages. Using them tends to leave you partially blind for a short time and inflicts a nasty recoil shock.
Eye weapons must be installed in cybereyes. Each eye can hold only one weapon. Each weapon holds only one shot; reloading requires a Biotech (6) Test with a base time of 10 Combat Turns.
Firing an eye weapon requires the Active Skill Eye Gun, which is linked to Quickness. Eye weapons cannot be used with any aim enhancers or accessories including smartlinks.
Each shot fired causes 1 point of Stress to the cybereye.
This weapon fires half-Power (round up) narcoject/toxin rounds in the same way as a hold-out pistol, with one-half range (round down). After firing, a character must apply a +2 modifier to all visual tests for a period of (4 - unaugmented Body) Combat Turns (minimum 1 Combat Turn).
Eye ammo rounds cost four times the normal price.
Essence |
Cost |
Avail |
SI |
Legality |
0.25 |
2,200 |
6/48 h |
2 |
4P-N |
The eye datajack is a dataport located behind the iris of the cybereye. When slight pressure is applied to the corner of the eye, it pops open to reveal a standard datajack. This datajack is practically invisible to a visual. scan when not in use. An eye datajack in use, however, is very obvious. The eye cannot be used when the datajack is in use.
Eye datajacks have a Concealability of 10 when not in use. They function as standard datajacks.
This device can only be used as a cybereye accessory.
Essence |
Cost |
Avail |
SI |
Legality |
0.40 |
6,400 |
6/7 d |
3 |
6P-Q |
A single ammo load sits in the eye and is fired through a hole running parallel to the optical axis. When the weapon fires, a sheer covering tears away and reveals the barrel. The eye gun fires microbullets. Eye weapons have at least two disadvantages. Using them tends to leave you partially blind for a short time and inflicts a nasty recoil shock.
Eye weapons must be installed in cybereyes. Each eye can hold only one weapon. Each weapon holds only one shot; reloading requires a Biotech (6) Test with a base time of 10 Combat Turns.
Firing an eye weapon requires the Active Skill Eye Gun, which is linked to Quickness. Eye weapons cannot be used with any aim enhancers or accessories including smartlinks.
Each shot fired causes 1 point of Stress to the cybereye.
Treat as a hold-out pistol with one-half range (round down) and a + 1 recoil modifier. After firing, a character must apply a +2 modifier to all visual tests for a period of (6 -unaugmented Body) Combat Turns (minimum 2 Combat Turns).
Eye gun rounds cost five times the normal price.
Type |
Essence |
Cost |
Avail |
SI |
Legality |
Low Power |
0.20 |
3,000 |
8/72 h |
2 |
5P-N |
|
Medium Power |
0.30 |
5,000 |
8/7 d |
2 |
5P-N |
|
High Power |
0.50 |
8,000 |
8/14 d |
2 |
5P-N |
Type |
Essence |
Cost |
Avail |
SI |
Legality |
Laser Designator |
0.10 |
6,000 |
12/30 d |
3 |
5P-R |
|
Laser Microphone |
0.10 |
Rating x 2,000 |
Rating/72 h |
2 |
5P-N |
|
Optiscan Link |
0.15 |
2,500 |
8/72 h |
3 |
3P-N |
|
Optiscan Remote Adaptor |
0.00 |
2,000 |
8/14 d |
2 |
3P-N |
|
Tool Laser |
0.15 |
3,000 |
8/7 d |
2 |
5P-N |
Basic Laser System
Eye laser systems have a number of uses, depending on power, range and frequency. Basic eye laser units offer three power levels: low, medium and high. Modifications and accessories are available for these systems, some of which have minimum power requirements. Common uses for eye lasers include target designators, laser microphones, optical scanning links and tool lasers.
This is the basic unit, including only the laser. Because this system is contained within a cybereye, it functions as a micro-laser system, low in power compared with normal lasers. The power of the unit determines its effective range.
Eye lasers can only be used with cybereyes.
This system can be used to temporarily blind someone with whom the user is in eye contact. The target must be in range and looking at the character. The character uses a Complex Action and makes an Opposed Quickness Test, with the user gaining additional dice per the Laser Table. Each net success adds a + 1 modifier to all actions by the target, up to a maximum of +8. Flare compensation reduces this modifier by -2. Because this effect wears off fairly quickly, reduce the target number modifier by -2 per Combat Turn.
Eye lasers rely on LOS and so do not have a Flux Rating.
Batteries cost 150 nuyen. They must be recharged according to usage per the Laser Table. Replacing batteries requires a Biotech (6) Test with a base time of 10 minutes.
Laser Designator
A laser designator marks a target with reflected laser light so that a weapon with an appropriate tracker/seeker head can home in on the reflected light.
Only high-powered eye lasers can be used as laser designators.
The character makes a ranged weapons Attack Test to "lock on" to the target, using the Launch Weapons (Spotter) Skill against the target's Signature Rating. Combat Pool may not be used. If directing a missile, the character also adds the missile's Intelligence plus half its Sensor Rating (round down) in dice to the test. The spotter must maintain laser contact with the target until the indirect fire strikes the target; spotters suffer +2 to other tests during this time. To resolve indirect fire, make a standard Attack Test, using extra dice equal to the successes achieved when locking on to the target.
Laser Microphone
Similar to external laser microphones, this unit allows you to read the laser reflection from a windowpane and translate the vibrations to "hear" sound from the other side.
Eye laser microphones must be medium- or high-powered. The output of the microphone must be linked to an ear recorder, subdermal speakers, an external speaker or similar equipment to be "heard," or it can be recorded in headware memory or externally.
Optiscan Link
The optical scanning (optiscan) link allows two users to communicate via laser beam. The communicators must be within line of sight (and within range). The beam is secure because it is difficult to intercept and is not susceptible to jamming, as are radios.
However, smoke and bad weather can disrupt communication. The optical scanning link has two components, an infrared laser emitter unit and a data receptor. Users of these systems establish the communications link
by staring into each other's eyes. The system must be linked to a transducer to translate thoughts into laser signals for transmitting; when receiving, signals must be processed via a display link or transducer.
An external optiscan plug-in link is also available for electronic devices equipped with a datajack port, allowing the user to communicate with the device. A linked transducer does not work for such connections; a linked datajack is necessary to access the device.
Anything that obscures line of sight (heavy smoke, an intervening object or anything imposing a Perception modifier of +4 or more) disrupts communication between the datajack and remote. External devices must be DNI-equipped to be accessed or manipulated using this system.
It is nearly impossible to communicate with this system while moving. For this reason, many characters also install the RAS override to turn their body off while using the laser link. Laser signal bandwidth is not strong enough to handle simsense connections, so it cannot be used for rigging or decking.
Both the eye unit and the remote adaptor have a Concealability of 10.
Tool Laser
This modification is useful for cutting through thin objects or creating small welds. Due to its low power, it has minimal use as a weapon.
The tool laser can cut a 5 centimeter line through material with a Barrier Rating of 10 or less per Combat Turn. Only high-powered eye lasers can be used as laser tools, but they use the ranges for low-powered lasers.
If the laser tool is used as a weapon, use a Complex Action to make an Attack Test using the character's Laser Weapons Skill. Apply a + 1 modifier per meter of range. The Damage Code of the attack is 4L. Modify the Power by - 1 against targets up to 2 meters away, and by -2 against targets up to 4 meters away. The laser tool will not penetrate reflective metals or silvered glass, but it can cut mirrored plastics.
Type |
Essence |
Cost |
Avail |
SI |
Legality |
Basic System |
0.20 |
1,200 |
4/72 h |
1.5 |
Legal |
|
Brightlight Feature |
0.20 |
2,200 |
8/14 d |
3 |
7P-Q |
|
Superflash |
0.00 |
+500 |
8/14 d |
3 |
7P-Q |
Eye Light System
This light system mounts high-powered, low-heat lights in the cybereye that channel a tight, polarized beam outward along a path parallel to the optical center of the eye. An amount of light sufficient to see by using standard low-light eyes falls wherever the user is looking. The tight beam and polarization minimize the beam's scatter, so the light can't be
seen unless the user is staring directly at another person.
The Brightlight accessory is a powerful flash system similar in effect to the standard flash-pak, but with an even stronger punch. When loaded with superflash bulbs, it creates a flash bright enough to overload optic nerves, blinding and stunning opponents. The superflash is visible for up to 3 kilometers if line of sight is not blocked, and it may be visible through barriers at the gamemaster's discretion.
The eye light system reduces darkness modifiers by -4 (-6 if the user also has low light vision). This system has a range of 100 meters; reduce the bonus by 1 per 10 meters if attempting to see anything beyond that distance.
Brightlight units affect targets in the same way as a flashpak. Brightlight units burn out after three uses and the bulb and battery must be replacec: at a cost of 150 nuyen. Performing the replacement requires a Biotech (6) Test with a base time of 10 minutes.
The high-powered superflash works against any targets facing the user. (If the facing of a target cannot be clearly determined, make an Opposed Reaction Test between the user and target. Targets who achieve fewer successes than the user are affected.) Victims must make a Damage Resistance Test against 12M Stun damage. Reduce the Power of the flash attack by - 1 per meter and by -2 for targets with flare compensation. Each damage box taken also imposes a + 1 modifier for tests involving vision (including combat). This effect fades at the rate of 1 damage box (and the associated + 1 modifier) per minute. For example, if the character takes 5 boxes of Stun damage, they suffer a +5 modifier to all tests requiring vision. As the effect fades, the first box of Stun damage healed also reduces the modifier by 1.
The superflash is so overwhelming that even targets not facing or behind the user (including allies) may be affected by
light reflected off walls and other large surfaces. Apply the Blast in a Confined Space rules (p. 119, SR3) to determine the
effect, reducing the Power by - 1 per meter.
Whenever a character uses the superflash unit, roll 2D6. On a result of 2 or 3, the character's cybereyes are overloaded
and burnt out. The character is blind until they are repaired. Superflashes are one-use only. Replacement batteries and
bulbs cost 10 nuyen each.
Essence |
Cost |
Avail |
SI |
Legality |
0.10 |
2,000 |
5/48 h |
1.25 |
Legal |
This accessory protects the user from blinding flashes of light and simple glare. It also protects users with thermographic vision from heat flashes or glare from infrared lighting. Flare compensation eliminates vision modifiers for glare.
Essence |
Cost |
Avail |
SI |
Legality |
0.20 |
1,600 |
4/48 h |
2 |
Legal |
A more advanced form of display link, the image link allows the user to display images (including video) in his field of vision from headware memory or piped through a datajack.
Type |
Essence |
Cost |
Avail |
SI |
Legality |
Pair |
0.50 |
15,000 |
6/72 h |
2 |
Legal |
|
Single |
0.30 |
10,000 |
6/72 h |
2 |
Legal |
Cybereyes can be installed almost anywhere on the body: in the palm, in the back of the head, smack in the middle of the forehead and so on. These can be installed individually or in pairs. Visual input from independent cybereyes is spliced directly into the optic nerve. This mismatched imaging is confusing to the brain and tends to disorient the user.
Use the Single Cybereyes rules for accessorizing independent cybereyes, but use the installation costs below.
Anytime more than one set (either an independent eye or a pair of eyes, either natural or cyber) of cybereyes is used simultaneously, apply a + 1 modifier to all of the user's target numbers for each set beyond the first. Closed eyes do not
count toward this effect.
Apply a +4 target number modifier when making ranged attacks using only an independent cybereye (doing so forces the brain to process information in an unfamiliar way). Add a +2 target number modifier when making any tests requiring the user to judge distance.
Essence |
Cost |
Avail |
SI |
Legality |
0.20 |
3,000 |
4/36 h |
1.25 |
Legal |
This accessory allows the user to see normally in light levels as low as starlight. Total darkness, rare in the cities of the 2060 era, still renders the user as blind as an unmodified person.
Essence |
Cost |
Avail |
SI |
Legality |
0.10 |
5,000 |
5/48 h |
1 |
Legal |
Using optical lenses to magnify the visual image of small objects near the user's eyes, this system functions as a built-in
microscope.
Objects being scrutinized must be within 15 centimeters of the eye; they can be magnified up to 1,000 times their normal size, and the system can zoom in and out. When undertaking an action that involves fine manipulation of small or micro-sized objects (such as electronics or computer repair), microscopic vision modifies target numbers by -2.
Microscopic vision implants can be installed in cybereyes or as retinal modifications.
Essence |
Cost |
Avail |
SI |
Legality |
0.50 |
20,000 |
5/72 h |
2 |
Legal |
This video recorder allows images viewed through the eyes to be captured, either in headware memory or through a datajack into a vidlink transmitter or data system. Recording 1 minute of video takes up 1 Mp.
Essence |
Cost |
Avail |
SI |
Legality |
0.00 |
500 |
4/48 h |
1.5 |
Legal |
These accessories protect both cyber and normal eyes against impact and particles. At the gamemaster’s discretion, covers give 1 point of impact armor to the eye area. One-way reflective covers are available for an extra 100¥.
Essence |
Cost |
Avail |
SI |
Legality |
0.10 |
450 |
3/24 h |
1 |
Legal |
This device displays an accurate time/date stamp in the user’s field of vision. It can be modified for region and season, and includes stopwatch-style and countdown timers.
An Image Link or Display Link in combination with a Math SPU offer the same functionality as this device does.
Essence |
Cost |
Avail |
SI |
Legality |
0.10 |
Rating x 25,000 |
8/7 d |
2 |
3-Q |
Duplication of another person’s retinal pattern, either permanently in a retinal modification or as a stored pattern in a cybereye, is a capital crime. It is also of dubious use, because the duplicate rarely is of high enough fidelity to consistently fool retinal scanners.
Essence |
Cost |
Avail |
SI |
Legality |
0.20 |
3,000 |
4/36 h |
1.25 |
Legal |
This cyberware operates in the infrared portion of the spectrum, allowing the user to see heat patterns. Light level has no effect on thermographic vision, but strong sources of heat act much as glare does to normal vision, often blinding the user.
Essence |
Cost |
Avail |
SI |
Legality |
0.50 |
10,000 |
6/48 h |
2 |
Legal |
Ultrasound vision systems have three components: an emitter, a receiver and a processor. The emitter device installed in one eye sends out continuous ultrasonic pulses, sweeping forward from side to side. The receiver installed in the other eye (creating a necessary angle of deflection) receives the echoes of these pulses and converts them to electrical signals, which are fed to the processor. The processor (also built into the eyes) builds a topographic image from these signals, showing depth, forms and texture as depicted by the echoes.
When activated, the ultrasound "map" overlays the user's vision. Shapes and forms are outlined and textured, allowing the user to distinguish objects that other vision systems can't detect.
Ultrasound vision reduces visibility modifiers by half (round up). If installed with high-frequency hearing modification, reduce the ultrasound vision cost and Essence Cost by 20 percent.
Because this system builds images from sound and transforms them into visual input, indirect illusion spells that affect sight do not affect this system. For example, a character cloaked by an invisibility spell would be visible to a character with ultrasound vision as an outline and faintly textured image. However, because the character is not being viewed directly, they cannot be targeted with magic. Modify by +4 the target numbers for any other actions directed at characters "visible" only through ultrasound.
Indirect illusion spells that affect sound will affect ultrasound vision, however. The silence spell affects ultrasound sight in the same way that invisibility affects normal vision. Characters cloaked using a silence spell do not show up as ultrasound images, and may not be located by an empty space in the ultrasound map image.
White noise also affects ultrasound vision. Add a number equal to the rating of the white noise generator to the target numbers for any actions performed using ultrasound vision. Cybernetic ultrasound sight is affected by mana-based indirect illusion spells (in addition to physical spells), because it has been purchased with Essence.
Type |
Essence |
Cost |
Avail |
SI |
Legality |
Optical Rating 1 |
0.20 |
2,500 |
4/48 h |
1 |
Legal |
|
Optical Rating 2 |
0.20 |
4,000 |
4/48 h |
1 |
Legal |
|
Optical Rating 3 |
0.20 |
6,000 |
5/48 h |
1 |
Legal |
|
Electronic Rating 1 |
0.10 |
3,500 |
5/48 h |
1 |
Legal |
|
Electronic Rating 2 |
0.10 |
7,500 |
5/48 h |
1 |
Legal |
|
Electronic Rating 3 |
0.10 |
11,000 |
8/48 h |
1 |
Legal |
This enhancement magnifies the visual image in the same manner as an imaging scope and can modify a target number based on range. It comes in electronic and optical versions (the latter are necessary for magicians with cybereyes). Optical systems in normal eyes have a Concealability of 9; other versions are undetectable without a biotech examination.
As with weapon mounted Magnification Systems. The bonuses given by this item are not stackable with SmartLink. You either use one or the other.
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